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Seedance 2.522s · 1:1

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Inspired by @tlakomyon X

VINTAGE GRAND PRIX. THREE DRIVERS. NO DIALOGUE. THIRTY SECONDS. 21:9. ASSET MAP - every reference is bound here and cited by tag below: @avatar_1 - the driver of car number 1. Face, hair, skin, age, build and every physical characteristic come entirely from @avatar_1 and never from this text. @avatar_2 - the driver of car number 2. Face, hair, skin, age, build and every physical characteristic come entirely from @avatar_2 and never from this text. @avatar_3 - the driver of car number 3. Face, hair, skin, age, build and every physical characteristic come entirely from @avatar_3 and never from this text. IDENTITY LOCK - HIGHEST PRIORITY: each driver is exactly the person in their own reference. Keep their face, hair, skin tone and build the same from the first frame to the last. Do not restyle them, do not age them up or down, do not slim or bulk the build, never swap which reference drives which car, and never put a fourth driver on the track. Three drivers, the same three, for the whole film. ATTACHED REFERENCES ARE MANDATORY AND FINAL: if a reference is attached, that is the driver - reproduce them exactly, in every shot, and never invent a different one. The attached references outrank every word written below them. CAR AND DRIVER PAIRING - NEVER BREAK IT: @avatar_1 drives the red car with a white roundel and the numeral 1. @avatar_2 drives the dark green car with a white roundel and the numeral 2. @avatar_3 drives the pale blue car with a white roundel and the numeral 3. The numerals on the cars are the only numbers allowed anywhere in the film. WARDROBE LOCK: all three wear the same cut of plain period racing kit - a light canvas one-piece with a wide leather belt, a soft leather helmet and round goggles pushed up on the forehead, and leather gauntlets. The kit differs only in colour, matching each driver's own car. No lettering, no sponsor patches, no badges and no logos anywhere on the kit or the cars. THE CARS: three small open-wheel single-seaters from the late nineteen-fifties - riveted aluminium bodies, exposed suspension arms, tall thin tyres with visible spokes, a single mirror on a stalk, no wings and no modern aerodynamics. They sit low and look hand-built. THE PLACE: an old countryside road circuit at the last hour of daylight. Cracked tarmac, painted red-and-white kerbs, hay bales and low wooden fencing, mown grass banks, a long avenue of trees down one side, a wooden footbridge over the track, a small empty timing tower and a shallow grandstand of bare wooden benches. THE LOOK: shot on film at golden hour and graded warm - long low sun straight down the track, heavy lens flare, dust and pollen lit in the air, shallow depth of field, gentle anamorphic stretch on the highlights, fine grain. Everything is amber, brass and deep green. The sun is always low and always in shot or just outside it. THE CUTTING: exactly seven shots and no more. Each one is long and unhurried and runs its full length without an internal cut. Do not break any shot below into several shorter ones - the camera does the work, not the edit. Shot 1 (5.6s) Wide, low and head-on. The three cars sit side by side on the grid, engines running, heat shimmering off the bonnets, the low sun directly behind them throwing long shadows toward camera. @avatar_1, @avatar_2 and @avatar_3 sit in their cars looking ahead. The camera pushes in slowly. Shot 2 (4.2s) High and wide, looking down on the circuit as the three cars come off the line together and take a long sweeping bend in formation, dust lifting off the kerbs behind them. The camera drifts with them. Shot 3 (5.2s) Low, on the tarmac under the wooden footbridge, looking up the track. A single carrot lies on the racing line right in the foreground, very close to the lens and filling a good part of the bottom of frame, sharp while the track behind it is soft. The three cars come through the bridge's shadow at speed and burst past it, and the carrot is torn apart into a spray of orange fragments across the road. The camera holds low as they pass over. Shot 4 (5.0s) ONE UNBROKEN SHOT, no cut inside it: in the car with @avatar_1, camera mounted just ahead of the cockpit and locked on the face for the full five seconds. Goggles down, jaw set, the whole frame shaking with the road, hedges and trees tearing past in a blur, dust and low sun flaring across the lens. This is the fastest and roughest shot in the film and it must run as a single continuous take. Shot 5 (4.2s) Wide and almost still. The long straight with the sun sitting exactly on the road at the end of it. The three cars are small black silhouettes running dead into the light, their shadows stretched enormous behind them. Almost nothing moves in frame but them. The camera holds. Shot 6 (2.2s) Track level at the grandstand. The cars come past flat out, close to camera, and a marshal standing at the trackside edge of frame waves a small chequered flag on a short wooden pole as they cross the line. The flag is a real cloth flag held in a hand, moving with the wave - it is never a band, strip or banner stretched across the top or bottom of the picture, and never an overlay on the image. Shot 7 (3.7s) The podium at sunset. A real three-step wooden podium stands beside the track with three clearly different heights - a tall centre step, a lower step to its left, a lower step again to its right. @avatar_1 stands on the tall centre step and is visibly higher than the other two. @avatar_2 stands on the left step and @avatar_3 on the right step, both lower. Each of them does something different: one raises both arms, one folds their arms and grins, one is still pulling their goggles off. Do not give the three of them the same pose or the same gesture. Goggles pushed up, dusty and pleased, the last of the sun going down over the trees behind. The camera pushes in slowly and holds to the final frame. MUSIC - THIS FILM IS SCORED AND THE SCORE IS LOUD AND PRESENT, WELL IN FRONT OF THE ENGINES. A warm orchestral score with brass and strings, the sound of an old sports newsreel, and it is tied to three things that happen on screen: It sits low and tense, strings only, while the cars are standing still on the grid. On the exact frame the three cars move off the line, a rising brass note lifts and the full theme starts running, driving and bright, and carries the whole chase. On the exact frame the chequered flag is waved, one big brass swell lands at once, at least twice as loud as anything before it, and then opens out warm and broad over the podium and holds to the final second. Mix the music loud - it should be the first thing anyone hears, and it must be clearly louder at the end than at the start. The engines are always quieter than the music. At every moment of the film the score sits on top and the engines sit underneath it, and the gap between them widens toward the end: over the podium the music is at its loudest of the whole film and the engines have stopped altogether. ENGINE AND ROOM SOUND, KEPT WELL BELOW THE MUSIC AT ALL TIMES: three small unsilenced engines at different pitches, gear changes, tyres over kerbs, gravel flicking up, wind and a flag snapping. These are background texture only - they must never be as loud as the score, never mask it, and they fade out completely on the podium so the last six seconds are music alone. No voices, no commentary, no dialogue, no lyrics, no singing. Do not generate subtitles, captions, on-screen text, a title card, a sponsor board, a brand name, a logo, a wordmark, a watermark or any readable lettering anywhere in frame. The only numbers allowed are the 1, 2 and 3 on the cars. No modern cars, no modern clothing, no rabbits or animals of any kind, no fourth driver, and no change to any driver's face or build at any point.

4 steps5251
Seedance 2.530s · 1:1
Inspired by @ai_lifehack55on X

【REFERENCE】 @image1 is a completed 2 columns × 2 rows 4-panel fashion editorial board featuring the same single subject in 4 different outfits. Define top left as PANEL_01/LOOK_01, top right as PANEL_02/LOOK_02, bottom left as PANEL_03/LOOK_03, bottom right as PANEL_04/LOOK_04. @image1 is an absolute lock for appearance: take face, hair, age appearance, skin tone, body type and proportions from it exactly and hold them identical across all LOOKs, with no drift or reinterpretation in any SHOT. Inherit clothing, shoes, accessories, background composition, base colours, accent colours and text only within the corresponding LOOK for each PANEL. Poses and shooting angles within PANELs are visual references from the start and not fixed. Do not newly set characters, outfits or colours on the text side; do not mix faces, bodies, outfits or colours between PANELs. Usage order is PANEL_01→02→03→04→01→02→03→04. Do not output 2×2 boards, borders, multiple people, or pans/zooms on sheets into the video; expand the corresponding PANEL into an independent full-frame space for each SHOT. 【CONDITION】 All 8 SHOTs, high-quality live-action fashion editorial video. Give all 8 SHOTs equal screen time; no SHOT runs noticeably longer or shorter than any other. Do not make it a video switching between 8 still posters. Ensure each SHOT establishes "starting pose → one clear fashion action → ending pose different from start," with stillness held only at the very end of the final SHOT. Combine natural one or half-step, body and shoulder direction turns, arm and hand position changes, weight shifts, head and gaze, and hair and outfit sway for the subject. Not dancing. Move subject, camera, text and colour blocks simultaneously. Base the entire edit on horizontal panel movement, without vertical scrolling. Within each SHOT, also move text, colour blocks, rectangles and lines left and right at 8–20% differing speeds. For each transition, shift the old LOOK's graphic plane 40–55% of screen width to one side, leaving about half, enter the next LOOK's colour block and text horizontally from the opposite side, pass through a brief uneven split screen, then fully reveal the next LOOK. Vary direction, width and speed per transition; do not repeat the same full-screen wipe. Only one subject during splits. Hard cut subject and outfit at edit points; do not use morphs or crossfades. Displayed text is only FASHION, IN MOTION, LOOK 01, LOOK 02, LOOK 03, LOOK 04, 02, 03. Same Helvetica Neue Condensed family as the adopted board. Make major text fully readable once before moving, without covering the face. 【SHOT FLOW】 [Shot 1] PANEL_01. Full body slightly to the right. From reference pose, move half a step, shift weight and arm position, stop in a different pose facing shoulder and gaze to camera. Camera short horizontal move opposite the subject. After FASHION and LOOK 01 establish, text and rectangle shift half screen left, LOOK_02 colour block enters from right. [Shot 2] PANEL_02. Full body with margins. While stepping horizontally, swing body to 3/4, change hand position to face front. Arc, base colour block and thin lines move horizontally at speeds different from the subject. At end, exit these background elements horizontally, enter PANEL_03 slope horizontally from opposite side. [Shot 3] PANEL_03. From start, the subject's full body fits centre-right on screen and does not follow the background slide. Without walking, from front-facing pose, relax one knee to shift weight to the hip, place one hand on the hip, return outward gaze to camera. Hair and hem sway naturally once with delay. Prohibit off-screen entry, horizontal move, sharp turns. Short push in. 03, slope, halftone and barcode accelerate horizontally, barcode strip slides horizontally to open LOOK_04. [Shot 4] PANEL_04. Full body. Step forward to open the shoulders, land in a pose with changed arm and leg placement. Short pull back. Arc, light colour block and IN MOTION shift left and right, at end retreat half to screen right, restart LOOK_01 grid from left. [Shot 5] PANEL_01. 3/4 to medium. During short push in, twist the upper body, quickly change one arm position and gaze to make the pose different from the first cycle. FASHION, rectangle and grid move horizontally in reverse direction parallax, connect to LOOK_02 rectangle. [Shot 6] PANEL_02. Pull back from medium to full body. Step forward to camera, change shoulder and hand position to land in a different full body pose. Base colour block, arc and thin lines three-layer horizontal move at differing speeds, at end exit these background elements horizontally, enter PANEL_03 slope horizontally from opposite side. [Shot 7] PANEL_03. From start, the subject is in screen centre and does not follow the background slide. During pull from knee-up to full body, slowly rotate about 90 degrees on one foot axis in place, turn the body then face front. Naturally lower both arms to stop in an upright pose. The long hem alone draws one large arc with delay. Maximise sway amplitude, do not increase subject speed. Prohibit off-screen entry, walking, fast horizontal move. Camera also short horizontal move. 03, slope, halftone and barcode cross left and right, open arc plane horizontally to connect to LOOK_04. [Shot 8] PANEL_04. Slowly pull from medium to full body. The subject steps forward to change arm, leg and weight, converging to a hero pose different from the first cycle. Arc and thin lines decelerate horizontal move, hold the end on a fully readable IN MOTION end screen. Do not return to 4 panels. 【NEGATIVE】 Prohibit sequence of still images, long stills per SHOT, repetition of reference poses, motion only at transitions, vertical scrolling, 2×2 board display, multiple people, subject duplication, pans/zooms on sheets, reading order changes, added people/outfits/colours/text, mixing between PANELs, different people, morphs of face/outfit/body, crossfades, all SHOTs same central full body or same scale, same-direction full-screen wipes, text cutoff, text covering face, subtitles, brands, logos, watermarks, limb distortions. overall_soundscape: Very soft, brief clicks and fabric swishes occur only at shot changes, mixed clearly below the music. No dialogue, narration or system voice. non_diegetic_music: A continuous instrumental fashion beat led by a dry kick drum, tight closed hi-hats and a steady synth-bass pulse at 118 BPM. It starts at a clearly audible level on the first frame, remains the dominant audio layer without ducking or fading, and continues through the final frame. No vocals.

4 steps63434.7K
MiniMax H315s · 1:1
Inspired by @Just_sharon7on X

30 seconds, 16:9, thirteen shots, upbeat music. @image_1 is the traveller and the only attached asset - the same person in every shot. ATTACHED IMAGES ARE MANDATORY AND FINAL: @image_1 decides the face, hair, skin and build in every frame. Where this text and the attached image disagree, the attached image wins. Preserve the gender presentation of @image_1 exactly as shown. Every hand in frame has five fingers and contact with a prop stays clean. WARDROBE LOCK: one outfit for all 30 seconds - a fitted indigo denim top, matching indigo denim bottoms, a burgundy leather belt and pointed burgundy ankle boots. Each garment is fixed; only its drape adapts to the body of @image_1. CAMERA: a phone travel video. @image_1 films the selfies at arm's length; an off-screen companion films the food handoff, the market walk from behind and the restaurant. Both operators stay behind the lens. 26mm-equivalent wide angle, colour as the phone records it, handheld movement on real footsteps, exposure and focus a beat late. Only the three restaurant shots from 17 to 23 seconds carry a DV-tape look - a texture over the whole picture, with the frame edge unchanged. [0-2s] Guesthouse window at morning, selfie already in motion, tilt up to a green-glass tower over low grey rooftops. "okay, Taipei, let's go." [2-4s] Main-road junction, scooters pulling off the stop line behind @image_1. "the scooters here are insane." [4-6s] Bubble-tea counter: the clerk lowers a clear sealed cup into the outstretched hand of @image_1 and lets go only once it is supported. [6-8s] Street stall: @image_1 puts both hands out and the vendor lowers a steaming white paper bag into them. [8-10s] Temple courtyard, tilt up off the face to incense smoke, red lanterns and a dragon-carved roof. [10-13s] Stepped hillside lane, tilt down to layers of red lanterns over a stone stairway in light fog. "this looks like a movie set." [13-15s] Dried-goods market, followed from behind at waist height, a bite taken while walking. [15-17s] Gondola with a glass floor, filmed straight down over green tea terraces. The music drops one beat. [17-19s] Restaurant, DV texture begins: a waiter lifts the lid off a bamboo steamer. "everyone says these explode." [19-21s] Macro: chopsticks open a dumpling and broth runs into the spoon. [21-23s] First mouthful, close and handheld. "okay. that's the one." [23-26s] Sunset waterfront, phone texture returns, focus racks from the bridge behind onto the face of @image_1. 60% slow motion. [26-30s] Night: a lit red sky lantern leaves the fingertips of @image_1, who waves at the lens. The hand covers the lens at 30 seconds. The thirteen shots run back to back with no gaps; the first frame is already lit and already moving. Writing in frame is only writing that belongs to the place. No subtitles.

2 steps36529.5K
Seedance 2.530s · 1:1
Inspired by @meAsifAion X

@image1 is an absolute character lock for the figure: face, body, hair, outfit, materials and colour are taken exactly from it and must not drift or be reinterpreted at any point. @image2 is the graphic system and holds its off-white ground, mid-grey panel, sage teal and dusty rose blocks, thin black rules, corner tick brackets and type style throughout. @image3 is the storyboard and is followed exactly — same beat order, same framing, same staging, same scale. Style: a high-end editorial fashion lookbook. Photorealistic live-action figure, physically lit against a clean studio seamless, composited inside a flat Swiss-editorial graphic layout that rebuilds itself around them. Real skin, real denim, real jersey, fine fabric texture, natural depth of field, calm neutral colour, no heavy grade. The graphics stay flat, hard-edged and print-clean with no shadow or bevel. Movement is unhurried and confident throughout, never posed or bouncy, the whole piece reading as one continuous studio take with the layout changing around a figure who never cuts away. The figure walks toward camera in a relaxed three-quarter turn, one leg swinging through, arms loose at the sides. They continue the turn away from camera, then look back over one shoulder, the hips staying angled off. They come back around and walk straight toward camera, square to lens, arms swinging naturally with the stride. They arrive and settle, bringing one hand to rest on the hip as the weight drops onto one leg. They hold still and square with the arms at the sides, standing smaller in the frame with more ground around them. The camera moves closer to frame them from mid-thigh up, and they stand relaxed with the shoulders level. They turn slightly off axis at that same closeness, the weight shifting across, one shoulder easing toward camera. The camera draws back to full length and they finish with one hand on the hip, chin level, holding the pose. Through all of it the graphic layout rebuilds itself around the figure between beats: the masthead FASHION holds across the top, the labels LOOK_01, LOOK_02 and LOOK_03 exchange positions at the left and upper right, and the teal and rose blocks, thin rules and corner brackets slide and resettle into a new arrangement each time. The type is crisp, correctly formed and stable while on screen, never garbled, never flickering, never warping. (A calm minimal electronic music bed, soft and even, no vocals.) The figure is never duplicated and no second person enters. Do not generate any text beyond FASHION, LOOK_01, LOOK_02 and LOOK_03. Do not generate a logo. Do not generate a watermark. No filming equipment visible in frame. Skin and movement look like real footage, not AI-generated imagery, with no distorted hands, no extra fingers and no smeared contact where a hand meets the body.

5 steps1807.1K
MiniMax H310s · 9:16
Inspired by BerryBattyToyson X

A 12-second photoreal cinematic 16:9. No on-screen text, no logos, no people. @image1 is the T-rex: pink-cream body, red-pink head spines, ivory snout, leaping through sunset peach clouds. Keep that exact creature until the morph. AUDIO: wind, dinosaur run, then wingbeats. No dialogue. [0-6s] Fully a T-rex the whole time. Runs and leaps through sunset cumulus. Tiny forelimbs, massive tail, scales. Camera tracks. NO feathers yet. NO beak yet. [6-9s] NATURAL morph over these three seconds only — not a snap, not a dissolve to a different animal: second 6: small feathers push through the scales along the back and arms; skin-sails start at the shoulders; second 7: wings lengthen, plumage fills in, the snout shortens and the jaw reshapes into a curved beak — same head turning into a macaw beak, not a cut; second 8-9: macaw colours (red, blue, yellow, green) finish across the body; wings spread. Same creature, same leap, continuous. [9-12s] Full macaw. Flaps and flies through the same peach clouds. End. NEGATIVE: a pop-cut at 3 seconds, a different animal appearing, extra creatures, text, remaining a T-rex after 9s, studio still as frame 1.

1 step430
Seedance 2.512s · 16:9
Inspired by @Alina_with_Aion X

ASSET MAP: @image_1 is the first frame of this film and the only reference. The person in @image_1 is the walker and the autumn village in @image_1 is the only location. Identity: the walker in every second is exactly the person in @image_1 - face, skin tone, hairline, hair length and colour, build and gender presentation unchanged, never masculinized or feminized, never restyled, and long hair is never added to a short haircut; the hair moves only as much as its own length allows. No action, gesture, camera note or lighting note anywhere in this text may imply hair that the person does not have: nothing is ever pushed, tucked, swept or blown out of the face, nothing is rimmed or backlit through hair, and where the hair is short or shaved it simply stays short or shaved and barely moves. Only one person walks in this film. The oatmeal cable-knit sweater, the light blue wide-leg jeans, the cream ankle boots, the timber houses, the cobbled lane, the bamboo fence, the firewood, the pumpkins and the amber hillside all come from @image_1 and stay unchanged. THE FORM - THIS IS THE WHOLE FILM: one single unbroken take. No cuts, no dissolves, no jumps and no change of location at any point. The camera never stops moving and never lets the walker out of frame; every change below is a continuous move of one camera, not an edit. Style: ultra-photorealistic live-action, warm late-autumn golden hour - low sun down the lane, amber and rust bounce from the orange canopy, long soft shadows on the cobbles, haze with drifting motes, fallen leaves lifting as the walker passes, real handheld weight, shallow depth of field. 0-5 seconds: the film starts exactly on @image_1 and moves at once - the walker lets go of the doorframe, steps down onto the cobbles and looks into the lens with a small easy smile before walking forward, the camera retreating ahead at walking pace, leaves drifting through the sunlight. 5-10 seconds: still retreating, the camera drifts lower and closer until the walker is held from the waist up, the low sun flaring past one shoulder while the orange canopy slides by on both sides. 10-15 seconds: without any cut the camera arcs around the shoulder of the walker and settles behind, following a few steps back down the lane past dark timber facades, a bamboo fence and drifts of fallen leaves. 15-20 seconds: still one move, the camera rises and pulls back into a high wide crane - the lane falling away, the whole village opening out with its roofs and woodsmoke, the amber mountainside behind and the walker small and centred far below. The move slows and the frame settles on the final second. Continuity: the walker always moves away down the same descending lane so the door is never seen again, five fingers on every hand, the light and the sun direction consistent for the whole take, and no other person ever in frame. Every surface stays free of lettering and signage. No green summer foliage anywhere; the whole film is deep autumn. Audio: boots on stone, dry leaves, light wind, a stream below, distant birds and a soft piano line. Nobody speaks. No subtitles.

3 steps1684.2K
Seedance 2.520s · 1:1
Inspired by @The_Kremlinnon X

A locked static camera, eye level, subject centred and framed head to feet with the floor visible. The camera never moves, zooms or reframes. The setting is one modern apartment living room, unchanged from first frame to last: warm honey-toned wide-plank wood floor, cream-white walls, a low beige sofa with olive-green cushions along the back wall, a squared wood-slab coffee table holding a small stack of books, framed artwork on the left wall, tall black open shelving on the right with a trailing green plant, an open doorway at the right edge, soft even daylight. Along the bottom of the frame sits a row of four small circular white buttons, each holding a tiny icon of one garment. A small white arrow cursor moves between them. They stand centred in their own clothing, weight shifting from one leg to the other, hands settling at the waist, shoulders turning slightly. The cursor slides to the first button and taps it, and the outfit from @image1 replaces what they are wearing in a single instant snap. They smooth the skirt down and lift one hand to the brim of the hat. The cursor taps the second button and the outfit from @image2 snaps into place. They straighten, roll one shoulder to settle the pauldron, and take a half step. The cursor taps the third button and the outfit from @image3 snaps into place. They turn a few degrees to one side, set a hand on the hip, and let the weight shift open the slit. The cursor taps the fourth button and the outfit from @image4 snaps into place. They raise both hands to the back of their head, lower them again, and settle facing camera. Every outfit change is instantaneous, one frame to the next. No dissolve, no morphing, no transition, no fabric growing or unfolding. Room tone only. No dialogue, no speech, no singing, no music. Avoid generating any text, subtitles, captions, logos or watermarks.

6 steps13528K
Seedance 2.515s · 9:16
Inspired by AIwithSynthiaon X

Generate a UGC video, reviewing the product you want.

3 steps12613.1K
Seedance 2.515s · 9:16
Inspired by KrevixAion X

Create a 10-second ultra-photorealistic 16:9 luxury furniture commercial. Sound ON. Continuous first-person POV, 26–28mm, black studio, matte-black leather gloves only. No face. No other people. HERO PRODUCT is exactly a taupe leather swivel armchair from the reference: taupe-brown leather swivel armchair, button-tufted back, rolled arms, olive-green velvet lumbar pillow, polished metal star swivel base with five legs and casters. Photocopy this chair. It must stay identical once chosen. 0–0.8s: a different cream cloud armchair floats center; gloved hand swipes left. 0.8–1.6s: ivory modular chair orbits out; another chair arrives from right. 1.6–2.4s: swipe, curved boucle chair. 2.4–3.2s: swipe, caramel leather chair. 3.2–4.2s: the HERO taupe leather armchair from the reference arrives slowly, rotates frontal, stops with heavy inertia. Green pillow visible. 4.2–5.0s: open-palm STOP. Other chairs recede. 5.0–5.8s: hand presses and slides the hero armrest — leather compression. 5.8–6.6s: chair lands; walnut floor slides under, taupe rug unrolls. 6.6–8.5s: SAME hero chair stays put while a quiet-luxury room assembles around it (walnut walls, coffee table, pendant, curtains). 8.5–10s: panoramic window, warm daylight, slow dolly back. Hero chair 100% identical. Real mass, inertia, friction. No morphing, no UI, no text, no logos. AUDIO: soft whoosh of swipes, leather creak, furniture weight, room settle. No vocals. OPENING: already the first chair in black studio — never a white packshot still. Duration 10s. Aspect 16:9.

2 steps
MiniMax H310s · 16:9
Inspired by @Mayz1169on X

THIRD-PERSON ACTION GAME CAPTURE. ONE PLAYABLE CHARACTER. NO DIALOGUE. FIFTEEN SECONDS. ASSET MAP - every reference is bound here and cited by tag below: @avatar_1 - the playable character, and the only named performer in the film. Face, hair, skin, age, build and every physical characteristic come entirely from @avatar_1 and never from this text. IDENTITY LOCK - HIGHEST PRIORITY: the playable character is exactly the person in @avatar_1. Keep their face, hair, skin tone and build the same from the first frame to the last. Do not restyle them, do not age them up or down, do not slim or bulk the build, and never swap in a different character. One playable character, the same one, for the whole capture. STYLISED, NOT PHOTOGRAPHED: @avatar_1 is rebuilt as a modern game character - clean stylised 3D shading, soft subsurface skin, rim light on the hair, crisp material separation - and never composited in as a photograph. Their face still has to read as unmistakably theirs: the same features, the same proportions, the same hair and skin tone, rebuilt in the game's own look. ATTACHED REFERENCES ARE MANDATORY AND FINAL: if a reference is attached, that is the character - reproduce them exactly, in every shot, and never invent a different one. The attached reference outranks every word written below it. FACE TIME: the camera sits behind and slightly above the right shoulder for most of the capture, but @avatar_1's face is clearly visible and clearly lit at least twice - once early, once at the end - as the character turns through the action. WARDROBE LOCK: @avatar_1 wears a fitted white and pale pink armoured jacket with hard shoulder plates, a utility harness across the chest, dark leggings with armoured shin guards, and a large rounded backpack. The backpack is white with warm yellow panels and it stays white and warm yellow in every single shot - it never turns green, blue, pink or any other colour. The whole outfit is fixed in cut and colour for the capture and only its drape adapts to the body wearing it. No lettering, no numerals and no logo anywhere on the clothing or the pack. THE LOOK: a captured frame from a modern third-person action game running at high settings. Clean stylised 3D rendering, physically lit, shallow game-camera depth of field, mild motion blur on fast turns, crisp specular highlights on metal and wet floor. Saturated colour, heavy use of practical light sources in frame. Nothing hand-drawn, nothing photoreal - it should read as a game, not as film. THE PLACE: a sealed underground facility. It opens in a cold teal service corridor with a wall-mounted data terminal glowing on one side. It moves into a red-lit loading corridor with heavy blast doors, warning chevrons painted on the metal, and pipework overhead. It ends in a long amusement arcade - two facing rows of upright arcade game machines with big lit marquees and glowing screens, the floor wet and reflecting magenta and cyan. THE OPPOSITION: three armoured figures in matte dark grey combat gear with full face visors. Faces never visible. No badges, no flags, no unit markings, no readable lettering anywhere on them. 00:00-00:03 Over the right shoulder of @avatar_1 in the teal service corridor, walking up to the wall terminal and reaching out to work it. The light from the screen falls across the side of the face. The camera holds behind the shoulder. 00:03-00:06 Cut to the red loading corridor: one of the opposition rushes in from the left and @avatar_1 turns hard into them, striking the weapon aside and putting them down in two fast movements. The face comes round to camera through the turn. The camera whips with the turn. 00:06-00:09 Cut to a low wide shot as a second figure comes over a crate and @avatar_1 drops them with a short burst, the muzzle flash lighting the blast doors, smoke rolling out across the floor. The camera tracks right at speed. 00:09-00:12 Cut to the arcade, camera behind the shoulder, @avatar_1 advancing slowly between the two rows of arcade machines with the weapon up. Marquee light slides across the armour plates. The camera pushes forward with them. 00:12-00:15 The last of the opposition breaks from cover at the far end and @avatar_1 drops them, then turns back toward camera, lit clean by the arcade screens, and holds. The camera settles to a stop and holds to the last frame. AUDIO: a sealed underground room - low air handling, a fluorescent tube buzzing, footsteps on wet concrete. Terminal beeps at the start, cloth and armour under strain, two short weapon bursts, shell casings on the floor, arcade machines idling in the background at the end. A tense electronic bed on low synth pulse, kept well under the effects and never rising to a peak. No voices, no shouting, no dialogue, no lyrics. Do not generate subtitles, captions, on-screen text, a mission banner, a minimap, a health bar, a HUD of any kind, a title card, a logo, a wordmark, a watermark or any readable lettering or numerals anywhere in frame. The frame must be left completely clean of interface. Do not generate spoken dialogue or narration.

2 steps13363
Seedance 2.515s · 1:1
Take the WindSeedance 2.5 · 1:1 · 22sRecreate workflow